#version 330 core
layout(location=0) in vec3 qt_Vertex;
layout(location=1) in vec2 qt_MultiTexCoord0;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec2 qt_TexCoord0;
out vec2 position;

void main(void)
{
    gl_Position = projection * view * model * vec4(qt_Vertex, 1.0);
    qt_TexCoord0 = qt_MultiTexCoord0;
    position=qt_Vertex.xy;
}
